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bp weapons pack v1.1


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data\lib\managers\genericstatemanager.dsf(-1): states_menu_popup.xml state manager - Class Instance from address "MenuManager.MenuBasePopup" do not contain member "update_check_for_patch" specified in param "update"

SCRIPT STACK:

data\lib\managers\genericstatemanager.dsf(0)

data\lib\managers\genericstatemanager.dsf(0)

data\lib\managers\menumanager.dsf(0)

data\lib\managers\genericstatemanager.dsf(0)

data\menu\menu.dsf(0)

Renderer: normal

Physics : threaded

Been getting this error, GRAW2 1.00

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Any plans to add EOTechs to the various weapons? I noticed only the MRC gets it, but it's a pretty common sight in most modern militaries.

Oh, for people having sound troubles (full auto/semi auto fire cutting out) try turning EAX off. It did the trick for me. I just wish the stock GRAW2 weapons sounded as badass as these ones do.

Great mod.

Edited by ShadowViper
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ShadowViper, I believe due to restrictions of using in game animations, the modders need to stick to similar type optics on their weapons for zoomed aiming purposes(scarl animations being used for m4/masada). Even getting the ironsights to fire as they should has been elusive, though Brettzies did add a helper point on zoom mode as a temp fix for now.

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been playing the campaign again with this weapon mod, and it's just awesome!

the sounds are a bit borked, but it's very possible that's because of the game engine itself, and...

... the SPR seems to be more powerful than the M14? That just ain't right

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Great mod. Would love to see that m14 EBR model included in future releases.

Have no idea how you incorporate sounds but I can get you some recordings of actual m4 silenced rifles being fired if you would like. They have a district snapping sound, like a high pitched whip crack for lack of a better example.

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Hello, me and my friend was trying to play with this mod but it just doesn't work in coop campaign mode. It works perfectly well in singleplayer, but when we try to play MP - boom. We've tried it with graw2 1.0, 1.01, 1.02 and 1.03. And with mod version 1.0 and 1.1. It always crashes with this msg :

Crash in application version: 30292.2673


data\lib\units\types\weapons\bulletweapon.dsf(-1): cant find member: weapon_data in type <Unit>


SCRIPT STACK:

data\lib\script_network\weapon.dsf(0)

data\lib\units\extensions\huskinventory.dsf(0)

data\lib\units\extensions\huskinventory.dsf(0)

data\lib\units\types\beings\mods_human\huskonfoot.dsf(0)

data\lib\units\types\beings\humanhusk.dsf(0)


Renderer: normal

Physics : threaded

can anyone please help ? We absolutely adore this mod and we cant play together :(

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Sorry to hear you are crashing with mp, but it's not the first.

What weapons and attachments do you have selected when it crashes? There are a few non-used directories and files that are left over from the Graw1 version. I've deleted most of them in my current version, but they are in 1.1. May or may not help with that crashing. Some things in the xmls I should comment out also - not sure if that will help either though.

That error is usually something wrong with a unit file looking for something that doesn't exist or is bad(I think).

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well why would you have an iron sight? or an aimpoint on the m14?

Well, it depends on whether one is talking about an M14, or an M21 or M25. I have an M1A, which for all intents and purposes is an M14 (minus the selector switch- which most have been deactivated on the M14s anyway, but that's another discussion). My M1A and, by extension, the majority of the M14s in the US military arsenal are not by any means precision weapons. I don't have a match heavy barrel, NM sights, a bedded and custom made stock, gunsmithed trigger, 2 dollar-a-pop ammunition, and so on. Typically weapons like the SPR, an M21, or any other sniper rifle, has ammunition mated to the weapon. That is ammunition that is known to be a "shooter" by the owner of the weapon. It can be assembled by the unit armorer (most likely), or bought commercially (less likely), but odds are the gun and the ammo are going to work together as one after much trial and error by the shooter. The same goes for the glass the sniper is utilizing. The stock configuration, the trigger pull, etc., etc., are going to be handpicked by the operator, more often than not. But all of this is role-specific. We have to remember the role of the SPR and any other sniper rifle. We're talking engagements beyond the point a typical rifleman can realistically accomplish- usually over the 300m mark. I'm not saying a sniper won't have a BUIS in place, but an Aimpoint would be very unlikely on a weapon the quality of the SPR. Red dot optics are not very precise at range (if comparing to, say, a Leupold MR/T or LR/T), and on the flip-side utilizing an SPR in a CQB environment would be a monumental waste for very minimal returns. If you're shooting a rifle that can get 1/2 MOA at 400, is any gain in accuracy going to be apparent at 100? Also, SPRs and true sniper rifles are going to be heavier and longer than a comparative carbine. An M4 (or by way of comparison my personal AR15) may weigh about 8.5-9.5 pounds with optics, rails, full magazine and so on. An M4 SPR may weigh 13-15 pounds in full battle dress, an M21 even more. The barrel may be anywhere from 4 to 8 inches longer than on the standard issue weapon. It may have a fixed stock, hampering usage with armor or getting in and out of choppers or ground vehicles. It may be delicate and finicky about ammuntion. I'm just saying, precision weapons may not be the ideal candidate for use in a close-quarter role. ;)

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Good job Brettzies!!! all the weapons mods are great!! finish downloading it. Have tested all the new weapons and its mod.

Just one comment, is there a way u can retexture the weapon color? make it a bit black or a bit seasoned.

the mod is great man.

Edited by Danish1705
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I've got a little something something for Ya, i found a little funny bug :

now thats what i call GL

That's great, but it doesn't tell me anything useful. If it's in mupltiplayer, I'm pretty sure it's because of the mod_id# problem. If it's in SP, I think I may have to bump the weapon id #s up.

If you want to go around pointing out bugs and what not, at least give me some info to go on. Coop, SP, OGRCoop, normal MP, something. Looks like SP, but do you have any other mods installed? What weapons did you pick to acheive that, etc? Which level?

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That was SP, codename farallon, AI's had M4s with aimpont and silencers, i had M16 with aimpont, silencer and GL. The way it happened was when helicopters came, and i ordered 2 ai's to attack one of them, they both got zeuses out but only one fired. So second one just selected M4 back and there You go. M4 with zeus GL :) it dodnt crash the game or nothing, but it was just funny to see. And if You ask me that not really a big or annoying bug

[edit]oh and btw i only use Your mod, and my game is 1.02 now.

Edited by Thrillseeker
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That was SP, codename farallon, AI's had M4s with aimpont and silencers, i had M16 with aimpont, silencer and GL. The way it happened was when helicopters came, and i ordered 2 ai's to attack one of them, they both got zeuses out but only one fired. So second one just selected M4 back and there You go. M4 with zeus GL :) it dodnt crash the game or nothing, but it was just funny to see. And if You ask me that not really a big or annoying bug

[edit]oh and btw i only use Your mod, and my game is 1.02 now.

Thanks for the info, I'll check it out when I get some time.

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:D Super results on your work, so far, Brettzies! At last, a weapons mod with some real sound!!! Not the "watered -down" default GRAW sounds I've had to put up with for so long! I'm talkin' sounds with lots of mmmmph behind 'em! (Kind of reminds me of the [GR] days where weapons mods flourished.) Also, great looking weapons with all of their intricate detail. You are one talented modder no doubt about it! Playing in SP only. I tried Agent Smith's Effects Mod in combination with your weapons mod but it was a "no go." However, I can live with that, not a problem. Keep it up Brettzies!
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I am not sure what i am doing wrong but i cant get this to work. I have bundled it up, put it in the mods folder and added the text into the context.xml but the game just crashes. Is there anywhere in particular i am meant to add the text line in context.xml or does it not matter? This is driving me crazy, i really want to try this mod.

:hmm: You're obviously trying the Method2 installation. I used the Method1 procedure with no problems at all. Be sure to make a copy of your original Local file. Store it for safekeeping just in case the install does not work. Just follow the instructions carefully. Especially the renaming of the Local Files. Any problems, just holler.

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